This brought on a whole heap of changes that had to be made to the entire game. Milham explains: “Nearly every decision in the game is downstream of your character’s speed. The size of the rooms, how fast the enemies are, memory management, music… everything had to change if we were going to make him faster.”

I dare say the work was well worth it. Rarely does a game come along that feels just right.

Isaac's speed really makes a difference & in DeadSpace2 he's even faster & it really helps. I can see even faster movement from the character being added in DeadSpace3, slow characters is action games are outdated.

EEDAR’s Jesse Divnich told GamesIndustry he thinks it will, dismissing other analysts’ concerns as a reaction to the general downward trend of boxed triple A sales.

“The entire HD market is very soft at the moment, and it is understandable that retailers, publishers, and analysts are likely to be conservative on any Black Ops II forecast,” he said.

“Every year we question whether the Call of Duty franchises can set new records, and for the last four years they have proven us wrong. Personally, I wouldn’t under-estimate Activision, even against the odds of a more torpid HD market this holiday season.”

Chris Baker of Marvel Studios told the US PS Blog that a few members of the film crew were actually involved in designing the board.

“One of the coolest parts of the development experience for me was shooting ideas around with Executive Producer Jeremy Latcham, Creative Manager of R&D Will Corona Pilgrim and few others of Marvel Studios’ finest,” he said.

“They were genuinely enthused about the process, and I credit them fully with coming up with inspiring some of the missions, as well as the idea of having the Helicarrier act as the setting for the board.

Once things were in full swing, Will was especially helpful, providing detailed feedback on everything from character animations to the minute details of the table’s script.”

In addition, Marvel handed over assets from the film for the Zen Studios-developed game.

“See that Quinjet? And those 3D character models? Oh, and those S.H.I.E.L.D. monitors with all sorts of high-tech-looking pictures of countries and stuff? They’re all taken directly from digital assets used in the film,” Baker explained.“So, that is the Quinjet. Those are Iron Man and Hulk. Those are the same S.H.I.E.L.D. monitors with all sorts of high-tech-looking pictures of countries and stuff.”

Marvel Pinball: Avengers Chronicles is expected on the PlayStation Network over the next few weeks.

Remember how Randy Pitchford promised that Aliens: Colonial Marines would clear up the “inconsistencies” of the films’ canon, particularly Aliens 3? Speaking to Kotaku, the Gearbox boss gave a detailed description of how the game intersects with the movies. You have to be pretty deep in the fandom to appreciate it, but if you do, I suspect you’ll be champing at the bit for Aliens: Colonial Marines to release on PC, PlayStation 3 and Xbox 360 in northern autumn, as well as the as-yet undated Wii U launch.

PlatinumGames' Anarchy Reigns (Max Anarchy in Japan) is full of multiplayer-centric action, and the latest clip shows off a variety of the modes available. See Team Deathmatch, Team Battle, Tag Deathmatch, Tag Battle, and Survival in the video below. At one point a bunch of characters are beating up a gatling gun-mounted car, so it's worth a watch.

Kotaku has turned up what is believed to be exploit allowing players to favour the odds of pitching a perfect game in Major League Baseball 2K12. This wouldn’t be much news if not for 2K Sports’ annual Perfect Game competition, which this year offered $1 million to the player with the most impressive perfect game during April. The publisher has denied any problems with the competition, although Kotaku has records which purportedly show players conspiring to use the exploit. Hit the link above to read the whole sorry story.

“Sony has a more artistic and adult-focused taste. They care about how grown-ups feel toward their games,” Chen told Gamesbeat.

“The player who owns a PlayStation 3 is more likely to be interested in artistic games compared to Wii and Xbox 360.”

Chen’s games include Journey and Flower, just two of a number of independent PlayStation Network releases with a more intellectual or artistic cast. Sony’s Jack Buser was happy to confirm that this is a market Sony is keen to corner ahead of the competition.

“Our primary PSN audience is indeed more adult, and many of our best-selling titles appeal to this demographic,” he said.

“Many PlayStation and PSN games have themes that require a user to think and feel about a deep, immersive gameplay experience, and we see that exemplified in the success of titles like Flower, Journey, and Heavy Rain. Titles like these can only be found on PlayStation, and our users enjoy the emotional and thematic sophistication of their games, especially with our digital offerings.”

Now let’s all have a semantic-ridden argument about whether art has value to games and what adults want. Go on.

Siliconera cites an anonymous source for the following lines of dialogue, written for an upcoming teaser trailer:

“My sons and my daughters, today we take the first step toward our imperial future.

“For years, this once-great nation has stagnated in the shadow of its enemies. Governed by scoundrels who flaunted the ideals established by my father, these traitors… these enemies of our race have diluted and exploited the triad of Duty, Obedience, and Loyalty.

This regime, this corrupt regime, has been dissolved. In its place does rise an era of stability and strength. A time of opportunity born from a promise that we shall return our people to their proper sphere of dominance.”

The key words duty, obedience and loyalty seem to doubly confirm the speech is a Helghast one, and the source claims a female character will speak them. Aurarch Visari’s daughter.

Unfortunately, it’s not clear whether the teaser points to Cambridge Studio’s upcoming Vita release, or a full PlayStation 3 sequel – or even a PlayStation All-Stars Battle Royale appearance.

2K has just announced that it’s delayed BioShock Infinite to next year, with February 2013 the new target. We can almost see the tears in Elizabeth’s eyes.

Says creator Ken Levine of the slip: “When we announced the release date of BioShock Infinite in March, we felt pretty good about the timing. Since then, we’ve uncovered opportunities to make Infinite into something even more extraordinary. Therefore, to give our talented team the time they need to deliver the best Infinite possible, we’ve decided to move the game’s release to February.”

He further adds: “I won’t kid you: BioShock Infinite is a very big game, and we’re doing things that no one has ever done in a first-person shooter. We had a similar experience with the original BioShock, which was delayed several months as our original ship date drew near. Why? Because the Big Daddies weren’t the Big Daddies you’ve since come to know and love. Because Andrew Ryan’s golf club didn’t have exactly the right swing. Because Rapture needed one more coat of grimy Art Deco.

“The same principle now applies to BioShock Infinite.

“What does this mean for you? It means a bit more waiting, but more importantly, it means an even better BioShock Infinite. The great can be made greater, and we owe it to both ourselves and to you, our fans, to take this opportunity. Irrational Games is one of those rare developers lucky enough to ask the people who sign the checks: “Hey, can we have a few more of those checks?”

The game will also skip upcoming trade shows like E3 and Gamescom; “That way, the next time you see our game, it will be essentially the product we intend to put in the box. Preparing for these events takes time away from development, time we’re going to use instead to get the best version of Infinite into your hands in February.”

Subject: How Killzone 4 can make up for Killzone 3 Wed May 09, 2012 9:18 pm

Movie trilogies can be risky things. All too often we see a ho-hum first part followed up with a stormer of a sequel, but then the difficult third album lets it all down. Need proof? Spider-man and X-men.

And, as Guerrilla Games has proved, games can go the same way. The Killzone franchise found its footing with an incredible second game, but the rather bland, me-too third attempt seemed to spoil all of that. Not that Killzone 3 is a bad game; it just sacrificed the franchise’s identity, taking it from a slow-moving and visceral war shooter, and into CoD territory, favouring set pieces and quickened gunplay over what had made the PS3 debut such a winner.

With a new game being rumoured for an E3 reveal (which could either be the Sony Cambridge-developed Vita spin-off or the true fourth game from Guerrilla), here’s a look at what the franchise needs to do to win back our hearts.Saving Private Sevchenko

It was painfully clear that Guerrilla had taken plenty of inspiration from Steven Spielberg’s war epic with Killzone 2. The opening level saw the heroic (?) ISA forces storm the beaches of Helghan in a brutal battle that set the tone for things to come. The game’s second level set in the city centre was a particular standout in producing a theatre of war, as guns rattled away over the lightning-licked streets, with the haunting orange glow of iconic space Nazis dotting the player’s vision. It created an atmosphere unlike any other shooter this generation, something that not even the developers could match in the sequel.

Killzone 3 instead opted to focus on just a small group of ISA soldiers that carried out sabotage missions and stealth operations. Any feeling of being caught in the middle of a larger conflict was disappointingly absent for the majority of the game.

To stand out, the next Killzone needs to recapture that original rush instead of relying on the more sought-after cinematic thrills. It’s fine to have exciting, explosive set-pieces where robotic cats are trying to crush you, but let’s not forget what makes the franchise tick; placing players in the experience and showing a more horrific side to war instead of glamorising it like a Hollywood blockbuster.There’s always been an intriguing and yet strangely untouched question at the centre of Killzone lore; are the Helghast really bad guys? Sure, they’ll happily break every bone in your body and laugh while doing it, but their ghastly appearance was born out of necessity,

helping them survive on their inhospitable home planet. And it was their loss at the hands of the ISA in an earlier conflict that had led to their exile in the first place.

Clearly, I’m not suggesting a Haze-style switch around, but the chance to explore and humanize the Helghast in the next Killzone could be key to telling an incredible story. While no game in the series has had a stellar script, its deep history has more than enough meat to craft one.

One of the more interesting parts of Killzone 3 was the inner-struggle between two authority figures in the Helghast hierarchy. It was an underdeveloped arc with the potential to serve as a memorable and unique story, contrasted with a dull escape plot on the ISA side and a truly terrible ending. The whole game managed to skimp on key plot points that left everything feeling rushed. Let’s see the next game learn from these mistakes.